A massive PBE update, including changes to to Master Yi, Zac and Phage, brand new skins – Arcade Hecarim, Riot Blitzcrank and the legendary Forecast Janna, New Summoner Icons for all 5 teamswho’ve passed their regional finals, major updates to theÂ Champions Tab, Â as well as two brand new features – Teamfight UI and Baron & Dragon Spectator Timers!

Moving from the realm of testing, Riot have announced the release of League-themed American Express Serve RP Cards, RiotScruffy brings us news of Skarner‘s announced rework, IronStylusgives us a rundown of all Champions who currently have new skins in development and shares some incredible art for Diana, Kitae announces the results of the Freljord’s Tribe Events and, as always, the latest Champion/Skin sale!

After using an ability, the next basic attack deals 200% of base AD as bonus physical damage, increased from 150%

PBE: New Skins

Forecast Janna (Legendary Skin)

Forecast Janna Splash Art

Arcade Hecarim

Arcade Hecarim Splash Art

Where did the idea for Arcade Hecarim come from?

Â IronStylus:Â I’ll tell you wht we were thinking..,

Rainbows. ****ing guitar powered, supersonic, chrome plated rainbows.

Fun fact!

This skin is actually the product of one of our Thunderdomes. A span of about 2 days where we all get into groups and burn on a project we want to see happen. Some great stuff has come from TD, including the first iteration of Ardade Hecarim. Everyone went giggly over the particles and silliness. We’re all fans of this sort of 80’s craziness, and for some reason, as absurd as it was, it seemed to fit considering other popular media we’ve been exposed to.

After TD, we reevaluated what we had then put him in the pipeline proper for proper modeling tweaks, animation cleanup and particle work.

Either way, I love being at a place where something we are able to bang out in 2 days can get so much buy-in that we can get it into the pipeline and make it really awesome!

Riot Blitzcrank

Riot Blitzcrank Splash Art

PBE: New Summoner Icons

Five new icons are available for the teams who qualified for the International Wildcard Tournament.

PBE: Champions Tab Rework

Champion Tab Rework Preview

A wider view of the champion list, better filters and faster performance are just some of the updates to the Champions Tab.

Explaining the changes

Â Damiya:Â Summoners,

With todayâ€™s deploy of 3.11 to the PBE, weâ€™ve given the Champions tab in the Summoner Profile an update. The release of 3.10 brought with it some improvements to the champion tagging system, removing the old multi-filter process and giving each champion a primary role. The new and improved Champion Inventory includes a broader grid, a role-selection dropdown, and a significant performance boost when navigating between profile tabs.

When youâ€™re next on the PBE, feel free to check out the new and improved Champions page; weâ€™d love to hear your thoughts on the new layout. If you encounter anything that seems amiss or doesnâ€™t work like you expected, please take the time to share that with us in this thread!

Can we see what champions our friends own yet?

Â Damiya:Â That’s beyond the scope of this change, and while I can’t tell you exactly why we don’t show other people’s champions (Mostly because I don’t know), at a guess it’s due to privacy concerns and stuff; while I realise that most of you want to use it for positive reasons, I could totally see people getting harassed for not having enough champions or something.

PBE: Teamfight UI

Keeping track of the action will become a whole lot easier for commentators!

Â Kitae:Â Hey PBE-ers,

We’re testing a new UI mode for Spectator mode and would love your feedback. We’re calling this mode theTeamfight UI. The overall goal of this mode is to provide a great viewing experience during large team fights.

Preview of Teamfight UI (bottom)

Our specific goals:

Minimize and concentrate the UI so it’s easier to focus on the action during team fights.

Optimize the display of battle information: Who is involved in the fight? Who’s winning? How many people have died on either team?

The Teamfight UI’s functions

Let’s take a closer look. In this screenshot we can see:

Team health barsÂ help viewers track the momentum of fights, and register the power of AoE damage and heals.

Loss of control iconsÂ help viewers track powerful status effects–if Malphite’s ult hits all 5 of the enemy team, it’s easy to see.

Ult / Summoner spellsÂ are easily viewable for both teams in a central location

Dead championsÂ have the familiar death timer

Additional functions

Not every champion is always there when a fight breaks out. The team fight UI helps you understand who’s in the thick of battle:

Near championsÂ like Caitlyn are represented with bright character portraits. Near champions are on-screen champions and other champions we identify as being involved in the team fight.

Far championsÂ like Renekton have darker portraits

Team healthbarsÂ reflect the health of both near (bright) and far (dark) champions.

You can help test this feature by spectating matches on PBE. While the UI mode is intended for use during team fights, it should work correctly all the time (like all other Spectator UI modes).Â To engage the team fight UI, press ‘a’ while spectating.

Please test this and give us your feedback!

Follow-up: People who’ve worked on the Teamfight UI

Â Â Kitae:Â A cool note: the Teamfight UI was a Riot Thunderdome project, where Rioters form teams within the company and work on brand new passion projects within a contained window of time. Other Thunderdome projects include Proving Grounds ARAM, turret aggro indicators, Item Sets, and some others.

Will the UI provide feedback on when important items are activated? (Locket, Zhonya, etc.)

Drawbacks: Not being able to see Champions’ health bars when they’re off-screen

Â Â Kitae:Â The UI was designed to provide a great experience when viewing a specific team fight. We included the mini-map and off-screen portraits and team health bars to help players understand the possibility for reinforcements.

However, there will be cases, like two simultaneous fights going on, where using this mode will give you less information. In that case, I’d recommend using the normal UI.

TLDR; use this UI when you want to focus on a specific fight that’s on screen. For monitoring action across the entire map use the standard UI.

Will the new UI be able to reflect intense moments where people are very low on life?

Â Â Kitae: If these champions are on-screen you still have the health bars over their heads. We are also experimenting with the algorithm for calculating the team health bars to better represent situations like the one you describe.

Thanks for the feedback, go try out the feature!

Will this feature change the way games are viewed at LCS and other events?

Â RoboLions:Â We certainly would love for the LCS crew to use this view and we actively worked with them to get feedback on the feature so that they would be amiable to doing so. In the end it is up to them to decide how this fits into their day-to-day but I’m hopeful!

Teamfight UI: Suggestion Box

Making the Team Health Bar the way current Champion Health Bars are shown (5 bars)

Â Â RoboLions:Â We had considering doing exactly what you propose and I was the biggest advocate of that method, here’s what it came down to and why, in the end, I happily changed my mind. Any variation of effective health gives too much credit to the tank on the team and not enough credit to the squishies that have to use their escapes (and their wits) to stop from being roadkill.

In that system, an ADC that is at 10% health contributes roughly equal health to the team bar as the same ADC at 90% health just because they don’t have near as much total health as say, Alistar. Clearly that is not a fair representation of how the team is doing!

At 90% health Caitlyn can net away, Ezreal can shift, flash may not be burned yet, etc, and then they can continue to do damage from the back. At 10% health they are as good as dead and getting back into the fight is suuuuuper risky.

Making players’ cooldowns visible

Â Â Kitae: Interesting idea. I’m worried by the potential for visual clutter, this seems like something that would get added to the main UI first. I definitely see the value, but worry a bit about the clutter.

Moving the Team Health Bar on top

Â Â Kitae:Â I can see this working, we tried it both ways and liked it better on the bottom, but it’s an option to keep in mind. I think from a readability perspective it works in both cases.

Adding a teleport indicator to the UI

Â Â Kitae:Â Good suggestion. There are a lot of powerful effects like Zhonya, shields, shen ult, that woudl be cool to visualize. We wanted to nail the basics first but in the future this is a possibility.

Moving the champion portraits to the left and right of screen

Â Â Kitae:Â One of the goals was to centralize the portraits. Currently you need to glance left, right, repeatedly to modify champion portraits.

Placing dead champions at the back of the UI

Â Â Kitae: Â I can see this, but champion portraits re-ordering could be pretty confusing as well. Imagine someone ressing mid fight and ‘popping’ into the middle of the portraits.

Mousing over the champion’s icon highlights their health bar

Â Â Kitae: Â That is a pretty cool idea!

PBE: Baron and Dragon Spectator Timers

A brand new feature, delivered by team StrikeForce – a Dragon & Baron Timer UI for Spectator mode!

Â RiotBrokenSword:Â Hey PBE Community,

My team, Strike Force, has recently developed a feature for Spectator Mode to improve the viewing experience of your friends’ games, and the broadcasts of LCS. We’ve had a lot of requests for the feature since the release of Spectator, and we’ve finally got it for you, right on time for the Playoffs and the World Championships: it’s an in-game timer for Dragon and Baron as they get ready to spawn!

The timers will appear 2 minutes before the monster spawns, then fade away shortly after displaying the message “LIVE”.

I’d love for everyone to spectate the sh*t out of some games to vet this feature as thoroughly and extensively as possible. Additionally, be sure to send me and my team feedback on this post, so we can fix any and all bugs that we missed on our end. The feature is solid as is, but there are always uncertainties when working with software.

Here’s a few screen shots of how they will appear…

Dragon Timer

Baron Timer

Dragon & Baron Timers

Follow-up: Why the new UI is an improvement

Â RiotBrokenSword:Â Thanks for the feedback, everyone.

I’ll explain a little bit about why the feature acts the way it does at a strategic level.

We chose to have the icons appear and disappear on timers, rather than be static, to keep ourselves from piling on more information onto the screen than we feel is relevant to the particular moment of the game you’re watching. If you look at the spectator UI in its current state, it’s already pretty cluttered, and that’s without the overlays in the eSports broadcasts. If you were to look at the screen and break it into chucks, and make those chunks fractions, you’d realize that we’re already taking 1/4 of the game from you with Spectator and LCS overlays. The purpose of Spectator Mode is to show viewers the game currently in play, not a bunch of irrelevant information. Static information only hides more of the game from sight. So we chose, and will likely continue to choose, to show only contextually relevant information.

A few tactical notes:

We kept the timers below the threshold of three minutes to help mitigate the feature being exploited for the benefit of the players in the live version of the game. So viewers will only be seeing the timers a minute after the event has already happened. This, of course, doesn’t apply to eSports broadcasts, which stream with 0 delay.

This is only the first iteration of this feature, so it will be evolving with time.Â

Get RP with RP+ from American Express Serve

If you’ve ever felt the masochistic need to carry a Teemo-themed credit card, then today is your lucky day!Â

RP+ from American Express Serve is offering a new way for League of Legends players to get RP â€“ you can earn RP when you sign up and start using your Full Service Reloadable Prepaid Account:

+1,000 RP after successful sign up and email verification

+1,000 RP the first time you load $20 or more to your Account

+10,000 RP the first time you use Direct Deposit to add $20 or more to your Account

+100 RP for each of your first 10 Card purchases

+Continue earning RP on the things you already buy

Choose a Card design with Teemo, Vi, Lux, Twisted Fate, the Summonerâ€™s Cup or the League of Legends logo, depending on how youâ€™d like to represent off the Fields of Justice.

A few things to remember before you sign up:

Accountholders must be 18 or older (or 19 in certain states)

Accountholders must be US residents

You must have a North American League of Legends account to earn rewards

No credit check or minimum balance

Update on Skarner

Following RiotScruffy‘s recent announcement that he is working on improving Skarner, here is an update on how the changes made to his E ability.

Â RiotScruffy:Â Hey all, back with some more details. We’re trying out an iteration of the E that is a bit more like the old E in usage but there are some other changes that help it fit nicely into his new gameplay pattern.

Fracture ( E )

No changes to the skillshot, itâ€™s still a free cased line nuke

Range increased by roughly 20%

Projectile width decreased by about 20%

Deals magic damage to targets hit and slows them by 30/35/40/45/50 for 2.5 seconds

The goals here were to retain the fun and diverse gameplay of the line nuke. The free targeting and skillshot feel of the E is a nice change of pace from Skarner’s other melee focused abilities. We’re also trying a longer/slow/less wide projectile so that targets of the E have the opportunity to dodge it (counterplay).

Follow-up

Â RiotScruffy:Â Two more pieces of clarification about the E we are currently testing.

Fracture ( E )

It slows immediately (not on the mark proc)

The mana cost is significantly lower than the old E

Also, thanks for the feedback, I read it all. This new Skarner is very strong in our playtests so far. I am personally very excited about the skillshot E because it adds a bit more thought and precision into his gameplay.

How does Skarner feel as a result of these changes?

Â RiotScruffy:

His pre 6 ganks seem to just be all around better. Even in the case where you are ganking a lane with good initiate, you can just save the E for when their CC wears off.

Here is a noticeable hunger in the midgame for ability points because he now uses 4 abilities instead of 3. Choosing to max W or E first is viable, and it depends if you want the more consistent speed/defenses or stronger damage/slow. It is a good thing that he doesn’t max out around level 12, and can keep growing all the way into late game.

His ability to permanently slow and stick to tanky characters is less. This isn’t actually a big problem because his brawling ability with Q and attack speed is still very strong, and when your target tries to run, you can use E to close the gap. The power of having a ranged slow makes his chasing ability as good if not better than before.

As for late game teamfights we have seen that the ranged slow is actually very useful for peeling because Skarner can actually dive on the back line and still throw Es in any direction to peel for his back line. It seems like a net neutral change in his ability to peel for his team. The more significant difference in late game teamfights is the R, which is now much more reliable once you have gotten in range of your target.

These changes are still being evaluated.

Future Skins

Â Urgot

Â Zed

Â Zyra

Â Thresh

Â Nami

Â Skarner

Â Kha’Zix

Â Rengar

Â Syndra

Â Viktor

Â Vi

Â IronStylus:Â Every champion listed above currently has a skin in development, somewhere along the pipeline. Delays and time between skins hinge on a number of factors, I’ll list some particular to this list:

Urgot – Something under development, however he’s shambly and we need to screw with the rig a lot.

Zed – Fairly straight forward aside from that his shadows might be something else entirely in any given skin, mandating possibly another model and particle work for that model.

Zyra – Tons of models which require animation if they’re anything different than the plant rigs, lots of particle work.

Thresh – Chains.

Nami – If we change the model into a different type of fish/sea creature, that will requite custom rigging for whatever additions we make. Example, new fins/membranes need a lot of animation support. She’s also very particle heavy.

Syndra – Heavy particle work, possibly fabric animation support depending on the theme. Doing something cosmic would most likely require model translucency and/or scrolling textures which are just now being used on some newer skins.

Aside from those specifics, certain things can constrain production, mainly VFX and animation. Both of which are heavily valued when it comes what players enjoy about new skins. Both tend to be the most pinched of resources internally. Additionally, a skin for any given champion might be in production, but then an event (Lunar Revel, Harrowing, etc) might pop up on our radar and we may realize a champion would better fit there. We might put the in-progress skin on hold while we make something appropriate for an upcoming event. Happened to a concept of mine recently.

As for Rumble, which people keep bringing up, Iâ€™ll restate: Heâ€™s the equivalent to the work of a new champion. He requires a completely new rig and animation sets if heâ€™s to be anything different than the rickety mech heâ€™s in now. That rig doesnâ€™t support anything to the magnitude of fan-requested ideas, or concepts players have submitted. Weâ€™re going to change his rig for his upcoming skins. One of which is currently in production, but as I said, needs heavy animation support.

Hope that helps clarify!

Why are Darius and Vi getting skins before Zyra?

Â IronStylus:Â Zyra currently has a couple nearly complete models in the backlog. (This does NOT mean they have had animation or VFX support.) However, recently we felt she would slot into an upcoming event quite well. We decided to concept that and move forward on that skin. Zyra is massively intensive. You’ve just compared her to two melee fighters. Some of the “easiest” champions to produce due to limited VFX needs.

Didn’t you hint at the development of Diana skin some time ago?

Â IronStylus:Â Did a concept, completed it, scrapped it due to an event that could use a Diana skin. I’m currently reconcepting it as I type this.

Why isn’t Evelynn on the list?

Â IronStylus:Â Eve will get a relaunch before any more skins most likely. She’s in shambles.

Are you working on a Nunu VU?

Â IronStylus:Â Grumpy Monkey currently has a high-rez model of Nunu complete. This isÂ nowhereÂ near to being an indicator of when he will be coming out however. He is on the list though!

IronStylus shows amazing Diana art

Â IronStylus:Â Howdy. Was doing some color practice tonight and thought I’d share the outcome. This is HEAVILY influenced by reference I was using of this awesome painting of a lady.. but I can’t find the source.. Also heavily referenced from one of the initial sketches Knockworst did while doing Diana’s splash.

Enjoy!

Diana Close-up

Why does she have a crack on her forehead?

Â IronStylus:Â So, the super-secret head-canon I have, which I have no idea if it’ll be actually integrated, but it’s something that Team Diana talked about way back in the day.. is that her mark is a physical brand. The Solari elders literally took a tool and burned that mark into her face. Though, they were so blinded by ignorance, or maybe they liked irony so much, that they branded her with the ancient symbol of the moon.

This scar burned her hair, giving her a larger forehead. After she flipped out, surrendering all her humanity to deep sadness and pain, that’s when this thing became full of fancy. That’s when her bond with the moon began. The marks on her eyes weren’t makeup, they were burn marks and scorches coming from the magicalmoonlight affecting her eyes and causing her tears to boil on her face.

Soooooo yeah. A little emo.

Why the lack of a glowing moon symbol?

Â IronStylus:Â Yeah, simple glowy thing for no reason works for in-game and for the short amount of time we have to tell a story, but if I were to make a movie or something, I’d put that gut wrenching part into it.

In my opinion, Diana should be beautiful but the Solari scarred her so deeply, inside and outside.

Will you do a portrait of Leona as well?

Â IronStylus:Â Ugh.. I’ll try, but I’m terrible at rendering metal, I’m gunna need to call in some help for that one!

Did you use a reference portrait for your sketch?

Â IronStylus:Â Yup! Kienan (Knockwurst) always made little portraits of the characters he was doing splashes for. I’ve always loved the one he did of Diana so I used that as reference for this piece.

What other champions will get skins in the near future?

Â IronStylus:Â Hmm let me try a really crazy thing..

Every champion, unless slated for a relaunch, has a skin in development. Those champions which need relaunches are pretty self evident when you compare their quality to current standards. By that math, I think you can assume who is on the relaunch list, as long as it may be, and who has a skin currently in the works.

Does that answer most questions?

Any celebratory event skins we can look forward to?

Â IronStylus:Â Events like the Harrowing, Snowdown Showdown, and Lunar Revel are all that are on my radar at the moment.

Will you update Alistar’s looks?

Â IronStylus:Â Not a high priority. Not sure how extensive of an overhaul he’d get.

Freljord Event – the results are in!

Which tribe won the community’s affection? Who will celebrate in the chilling depths of the Freljord – Ashe, Lissandra or Sejuani? Find out below!

Different regions favored different tribes: The Frostguard (led by Lissandra) received the most worldwide support, but all three tribes were #1 in at least one region.

It was a close race: Each tribe received significant support in all the regions we tracked. Sejuani and her Winterâ€™s Claw tribe support in Korea was the lowest result we observed, and still constituted 26.2% of players!

The Freljord event was intended to shine the spotlight on the Freljord, feature itâ€™s three leaders, and present a difficult choice â€“ which tribe will you support? We wanted all three tribes to be compelling, and were pleased to see that they all appealed to players around the world.

Which tribe will rule the Freljord? Only time will tell. The Freljord event set the stage for future stories and conflict in this harsh, icy, region. What will ultimately set things in motion? Who knows.

But if the Watchers returnâ€¦that would make thingsâ€¦interesting….

Champion/Skin Sale – Expires August 19th

Enjoy the following champions and skins at a discount until August 19th!

Massive changes to Jayce,Â Olaf, Aegis of the Legion and Locket of the Iron Solari.Â New Item IconsÂ andÂ previews of Lucian and the reworked Master Yi on the PBE (skins included),Â as well as a brand new system for handling queue dodging! Also we have Rioters respond to concerns about the stability of Patch 3.9 and the latest Champion/Skin SaleÂ which ends on July 19!

Lead social systems designerÂ Lyte hops on the forums to announce the release of a dodge penalty feature on the PBE.

Â Lyte:Â Sick of that 9th person leaving?

In the latest PBE update, we enabled a new feature intended to get everyone into games faster. Players whoÂ repeatedlyÂ decline or miss the ready check will now receive a queue dodge penalty, resulting in a lockout from all matchmaking queues.

Here’s how it works:

A player who frequently misses or declines ready checks gets a warning that the next missed ready check will result in a penalty

On the next decline or miss, that player will be temporarily locked out of all matchmaking queues

This is a small change, but part of our larger effort to keep AFK’ers, queue dodgers and leavers from ruining your games. This feature should get us all onto the Fields of Justice faster.

As with any PBE feature, we’re looking for your feedback. Be sure to let us know what you think!

If you fail to accept a bunch of times, this will happen.

What’s the purpose of this system?

Â RiotSeb:Â Our overall goal is to get people into game as quickly as possible, with as few false starts as possible (false starts include dodging Champ Select, missing the AFK timer). It’s tiresome to have to wait through the queue multiple times, and we really want to match people up that are ready to play.

This feature is indeed intended to go onto live, after some iteration based on PBE feedback. It does indeed target a smaller (ab)use case than the parent feature (Ready Check), but trolls that abuse this can be very frustrating for players with longer queue times (whether in a less popular queue, at a far end of the MMR spectrum, playing at non-peak hours, or in a less populated server).

This penalty will only be applied to players thatÂ repeatedlyÂ click the Decline button orÂ repeatedlyÂ AFK on that feature. However, just missing the Ready Check every once in a while will not be penalized. We understand that players might go to the bathroom or whatever during queue time, which is why the Ready Check exists in the first place!

A player that generally gets accepts on time and doesn’t dodge Champ Select games started will be much less likely to see these penalties. However, players that miss this stuff regularly will receive dodge penalties.

Why is the ready-check system still in place then if AFKers get booted?

Â rjcombo:Â The ready check helps to ensure players won’t have to go through the champ select process before an AFK player causes the game to be terminated.

It also gives players a last chance to cancel out of a game without penalty, unless of course they are abusing the feature and declining repeatedly.

Rioters discuss some connection issues with the latest patch and methods to resolve them.

Â Riot Triggs:Â Greetings Summoners,

We know that many of you are experiencing issues with PvP.Net crashes and disconnects. Weâ€™ve got all hands working on the issue now and are looking into a few different options to get this fixed and out to everyone. We will update you as we get more info and a clear path forward to getting players on PvP.Net and stable.

Updates:

07/13 4:10 PM PDTÂ – Summoners, if you are still experiencing the disconnects, please try to disable the IP Helper service:

If youâ€™re on Windows 7 or 8, the following steps will disable the IPHelper service:
1. Hold the Windows key and type R, enter “services.msc” (without the quotes) and press Enter
2. Scroll down to the IP Helper service, right click on it and select Properties
3. In the dropdown box that says “Automatic” or “Manual”, set it to Disabled and then click on “Apply”
4. Then click on “Stop” to stop the service from running in the current session
5. Click OK to exit the dialog

07/12 18:50 PDTÂ – Summoners, we understand that disabling IPv6 isn’t resolving the situation for all of you. We are still trying to understand the root cause, but we’ve got a solid lead and are prepping some custom tooling to figure out the specifics.

07/12 17:45 PDT –

Summoners!

Here is one of the ways in which we believe this situation can be resolved: disabling IPv6.

Just in case this doesn’t work – try removing Pando and let us know if that also doesn’t work.

Thank you for your patience on this issue!

07/11 11:20 PDTÂ – The issue has been hard to identify root cause, but we are still actively working to fix what is causing these disconnects.

Â Chager:Â Hi All,

I want to jump into this thread and give an update on some of the issues we’re seeing:

PvP.Net Disconnect = The interim fix that players have had a lot of success with is disabling IPv6 (OP for this thread). This is meant to be a short term fix until we determine the root cause and fix. We’re currently digging into windows updates to see if there are any cross compatibility issues with the latest release (we’ve been getting reports of PvP.Net disconnects since a day before the 3.9 update). Team is still digging into this.

Crashes at champ select = There was a server side hotfix yesterday to address this issue. We had success with this in our QA environments, but if some of y’all are still experiencing this please let us know (best way is via PS ticket so we can track and get individual help)

Bugsplat Crashes = If you see these please report them. We haven’t seen a significant uptick in bugsplat reports, but with every new patch there can be some that creep up that we don’t catch.

Just to re-iterate, this thread and the instructions from the OP were meant to address the specific PvP.Net disconnect issues players have been seeing. We’re still working on a permanent fix for that, and are also digging into some of the other fixes players have been reporting since the 3.9 patch.

Â Damiya:Â Hey dudes,
The issues with disconnects and crashes started prior to 3.9, that Tuesday morning. While we’re still investigating the issue vigorously, we’ve heard reports from players that disabling the IPHelper service does provide some relief.

Could you guys try the following steps and let me know if it helps? Thanks:

please try to disable the IP Helper service:

If youâ€™re on Windows 7 or 8, the following steps will disable the IPHelper service:
1. Hold the Windows key and type R, enter “services.msc” (without the quotes) and press Enter
2. Scroll down to the IP Helper service, right click on it and select Properties
3. In the dropdown box that says “Automatic” or “Manual”, set it to Disabled and then click on “Apply”
4. Then click on “Stop” to stop the service from running in the current session
5. Click OK to exit the dialog